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Tribesmen are from one of the villages and may travel with the party back. Animals act like animals. These little notes add a lot to the adventure. The programmed encounters, two, are nice also. The party passes by a steaming crack in the ground … who wants to go look! Just that visual imagery of seeing that after a snow adventure is enough to sucker me in. The social path would be much cooler and interesting. The group then travels to an old fortress and explores it.

Blood fountains, centuries old sacrifices hung out, and other great little staged scenes. A nice nordic gothic feel, if there is such a thing. Ancient Blood is one of the best things published in Dungeon mag. Highly recommended for both atmosphere and game value. It makes decent use of thief skills, although move silently is surprisingly neglected when it could come into play.

Worth a look if you like solos. I finally managed to run my copy of this issue down to earth. This may skew my memory favorably, but it was an awesome adventure, with great encounters, great atmosphere, and wonder.

I totally understand why a group would want to bypass all the hassles of tracking rations and things like that. However, the party has limited resources. I once had a kid playing in my games that refused to keep track of his uses of his wand. I was tracking his uses behind the screen. He moved away around the same time that the charges hit 8.

I was looking forward to him realizing that expendable resources are not eternal. I have always felt that food and water should be tracked like that too. It can add to the sense of desperation, when supplies are running low.

Games I have played in, however have not done that. And while I find that to be very understandable, I also find it a bit disappointing.

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It lands with a thud against the wall of the cell. Color me pleasantly surprised! Karvasi was fond of recording his proce- dures in meticulous detail. His name is Saal Grabaal, though once Sharn knew him as the Shoebox killer. Originally Posted by Alzrius. The PCs would do their best to get by Maldrake and his people without resorting to murderous means. This bonus stacks with the benefit provided by the Improved Initiative feat. The PC learns that the toxic substance in A19 can cripple the district if it hits the waterways.

Final word will be coming soon. This defense denies another rogue the ability to sneak attack Mako by flanking him, unless the attacker has at least four more rogue levels than Mako does. From the west, the muffled shrieks of some pained creature echo in the dark.

Patients, Infiltrators, and Visitors: The things they keep locked up in there Then a skeleton emerges from the river of sewage, entrails slithering about it like so many snakes. He has had nightmares ever since and the tsucora now haunts his every sleeping moment.

You chased a thief into a swamp, trekked through trackless forests and bogs, and fought your way out of an ambush set by orx. They quickly overpower the half-elves. A DC dungeoon Search check reveals a hidden staircase underneath a false trunk. The sculpted gargoyle is not alive, but rather someone appears to be trapped inside it.

All rights re- served. The PC understands the false plans left in A14 but sees no fault in them. The room is spotless and gives the impression of a health institution focused on the kind treatment 51 its patients.



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